• NassimO & Blaholtzen's Team Fortress 2 Texture Improvement Project
    2,210 replies, posted
[QUOTE=Omolong;37432264]Well, I just downloaded this, and noticed that you seemed to miss out the models for NeoDement's item pickup stuff. You also included some letters at the beginning of the Rocket Jumper VMT that means that the model won't show up in HLMV at the very least. On an added note to the Rocket Jumper stuff, I at least personally find that it is still too shiny at the moment, but if an alpha channel is applied to the texture, this should fix it. And I think you may have accidentally included gib textures. Oh, and you included invuln textures for the classes along with VMTs for them, and I think that the way the VMTs are set up means that the invuln textures are useless. From what I saw in Nassimo's version of this pre-release, it just included the textures, not the VMTs. Also, I think there are still some junk files included, like eye textures for the Engineer and invuln textures for the medic's backpack. On an additional note, the head textures seem to be different between your version and Nassimo's version. Your version's head textures seem to match the last few versions of the pre-releases, whereas Nassimo's seem different. As an added bonus for all of this, [URL="https://dl.dropbox.com/u/24970273/TF2/FixedCigaretteCase.zip"]here, a fixed version of the Disguise Case so that it's visible in HLMV[/URL].[/QUOTE] Oh man hahaha Fixed all of that (I hope), sorry! I also went and compressed to DXT1 the diffuses that were still BGR, so that should optimize the loading times / memory stuff nicely (all of that brought the size down by 130mb in the end haha) [URL="http://tf2tip.maxofs2d.net/downloads/prerelease_rev3.7z"]updated version's online[/URL]
[QUOTE=MaxOfS2D;37438083]Oh man hahaha Fixed all of that (I hope), sorry! I also went and compressed to DXT1 the diffuses that were still BGR, so that should optimize the loading times / memory stuff nicely (all of that brought the size down by 130mb in the end haha) [URL="http://tf2tip.maxofs2d.net/downloads/prerelease_rev3.7z"]updated version's online[/URL][/QUOTE] Okay then, fifth try is the good one. Also, are we going to see a fixed classes icons of the hud? (Loadout, in-game hud and loading portraits) Those images which NassimO did sometime ago (and used in the Emporium as a banner) would be a good option. Edit: *cough*ThePyrohasblackgloves*cough*
Just a question, but is this improvement thing going to be implemented into TF one day? I understand if Valve doesn't pay much attention to models and textures, but I personally find model and texture problems distracting (When I mean "one day", I mean if it's going to happen. It can be any day, even in 2015) Plus: This could be handy in case of Virtual Reality-filming with Engineer and/or his "friend"/rival, Spy
[url=https://dl.dropbox.com/u/24970273/TF2/prerelease_rev3.rar]Here[/url], I created a version that fixes the Pyro's viewmodel gloves, tones down the rimlight on the Spy's viewmodel arms so that it's no longer really shiny, adds in the textures for the Sniper's viewmodel arms (I assume these were accidentally deleted?) and removes some other junk files (like the sniper_lens_invun texture, as there's already a sniper_lens_invuln texture, so I assume that the invun one is useless). Also, I couldn't work out how to compress this folder any more than it already is, so unfortunately it's 68mb compressed, 254 uncompressed.
Also, MaxOfS2D's way of the invuln textures seem to conquer the need to use seperate textures (excluding for poor Engy and Pyro). I checked the FemScout texture files and found this under the "_invun.vmt"s [CODE]"$color2" "[0.4 0.4 1]"[/CODE] [B]BLUE[/B] [CODE]"color2" "[1.0 0.4 0.4]"[/CODE] [B]RED[/B]
The current method is better imo, all you have to do is change one file and the colour of everything changes (except of course for engy and pyro)
[QUOTE=BenjaminTennison;37441446]Also, MaxOfS2D's way of the invuln textures seem to conquer the need to use seperate textures (excluding for poor Engy and Pyro). I checked the FemScout texture files and found this under the "_invun.vmt"s [CODE]"$color2" "[0.4 0.4 1]"[/CODE] [B]BLUE[/B] [CODE]"color2" "[1.0 0.4 0.4]"[/CODE] [B]RED[/B][/QUOTE] The way I do it seems kinda hacky to me, but I guess it could work. It just re-uses the default uber VMTs. It can look kinda weird though, see: [t]http://img1.uploadscreenshot.com/images/orig/8/24006494013-orig.png[/t] [t]http://img1.uploadscreenshot.com/images/orig/8/24006495599-orig.png[/t] (the shirt)
[QUOTE=Kaymon;37435566] This only happens on single player servers though. No idea why exactly.[/QUOTE] False. I found out it was the server I was playing on's fault. Thanks, though.
Hey guys, when I use the Black style for the Black Rose, the Spy's arm is RED, even on BLU. Could you look into this?
[QUOTE=ThamosII;37477509]Hey guys, when I use the Black style for the Black Rose, the Spy's arm is RED, even on BLU. Could you look into this?[/QUOTE] Yeah, this bug was from the first day and Valve never fixed that (surprise, surprise). I don't if that is fixable from this side since the schema needs to be changed. Meanwhile you can "fix" it replacing the Mystery and True Love style files with the Baccara style file. Edit: Just to be clear, replace: "$baseTexture" "models/weapons/c_items/c_ava_roseknife" and "$baseTexture" "models/weapons/c_items/c_ava_roseknife_blue" for "$baseTexture" "models/weapons/c_items/c_ava_roseknife_black"
Right so like...what's the most up to date and fixed up version of this release? There seems to be about three, though I'm not sure if Max's download of it is any different. It's all rather confusing.
I just checked Max's download, and it seems to still have problems in it, so I think it'd be safe to go with the one I posted on the first post of this page.
[QUOTE=Bazkip;37488047]Right so like...what's the most up to date and fixed up version of this release? There seems to be about three, though I'm not sure if Max's download of it is any different. It's all rather confusing.[/QUOTE] We should petition NassimO to stop being sleep-deprived when he packs up his releases :p
[QUOTE=MaxOfS2D;37488268]We should petition NassimO to stop being sleep-deprived when he packs up his releases :p[/QUOTE] Either that or get someone else to check the releases before they get posted.
[QUOTE=The Lone Spy;37477575]Yeah, this bug was from the first day and Valve never fixed that (surprise, surprise). I don't if that is fixable from this side since the schema needs to be changed. Meanwhile you can "fix" it replacing the Mystery and True Love style files with the Baccara style file. Edit: Just to be clear, replace: "$baseTexture" "models/weapons/c_items/c_ava_roseknife" and "$baseTexture" "models/weapons/c_items/c_ava_roseknife_blue" for "$baseTexture" "models/weapons/c_items/c_ava_roseknife_black"[/QUOTE] I kind of have no idea what that means. I don't normally mess around with textures like that.
Could you maybe tone down the shine on scout's cap so it looks more like fabric rather than leather or rubber? I think it'd look nicer with scout's skin and headphones that are quite glossy already and make more sense anyway.
i'm confused, which TIP file is the one everyone else is downloading.
As I said in my last post here, I'd recommend the one I posted in the first post on this page, as at my last check, it was the most up to date version that shouldn't have any issues.
[QUOTE=FISH KILL!;37493533]Could you maybe tone down the shine on scout's cap so it looks more like fabric rather than leather or rubber? I think it'd look nicer with scout's skin and headphones that are quite glossy already and make more sense anyway.[/QUOTE] Yeah I've been thinking about what material the cap and backpack is meant to be, I just assumed it was leather mostly cause it was already shiny but then again so was his pants and those are quite obviously meant to be cloth
Was there ever a fix for the dispensers yet? Downloaded the latest tip, but it's not fixed for me. I might have missed on one of these pages, but I'm just asking.
[QUOTE=Mr, Jukebox;37494917]Was there ever a fix for the dispensers yet? Downloaded the latest tip, but it's not fixed for me. I might have missed on one of these pages, but I'm just asking.[/QUOTE] If you mean the bug with level 3 dispensers, I have created a fix for it, but currently there are a few bugs in it that I want to try and find a fix for. I also want to re-add the knob things on the side of the level 2 dispenser. Unfortunately I can't start this until tonight/tomorrow. Until then, have a picture of the current version of this fix: [img]https://dl.dropbox.com/u/24970273/TF2/Dispenser_Fixed.png[/img]
[QUOTE=Raijin;37493639]i'm confused, which TIP file is the one everyone else is downloading.[/QUOTE] It's pre-release 3 on page 43. Maybe blaholtzen should put a link of it with the fixes added to the download in the OP?
[QUOTE=blaholtzen;37494866]Yeah I've been thinking about what material the cap and backpack is meant to be, I just assumed it was leather mostly cause it was already shiny but then again so was his pants and those are quite obviously meant to be cloth[/QUOTE] I think his hat is supposed to be a stylized version of a typical flat topped military cap. Those are always fabric afaik. [IMG]http://martjack-resources.s3.amazonaws.com/59da7052-a449-4b7f-a74e-4cd312eba7cb/Images/ProductImages/Large/patrol cap olive big.jpg[/IMG] The bag's style suggests it's cloth as well. In this concept pic he's got a similar styled bag and it's clearly fabric. [t]http://wiki.teamfortress.com/w/images/6/67/Scoutcon4.jpg[/t] There also seems to be some inconsistencies with his textures. RED seems slightly more detailed, most visible on his hat and bag. Other places include his headphones, hand wraps and socks. There's also a slight color difference in many non-team color parts. Is that intended?
Another suggestion: Spy's tie could be a little glossy like it was silk or something. I think that might make it stand out nicely from the rest of his suit and it fits his fancy style too. I also noticed a couple of mistakes. The palms of BLU sniper's hands lack a color detail that the RED sniper has and demo's face doesn't appear to have any shine unlike the other classes. Or did you reduce the shine so his beanie doesn't look like a swimming cap?
You guys should probably test your "improvements" in-game and look at the developer console for errors. Because for example, the Cigarrette Case, for me (you probably just didn't notice), says it has "rimlight"-related strings multiply defined
[QUOTE=BenjaminTennison;37512955]You guys should probably test your "improvements" in-game and look at the developer console for errors. Because for example, the Cigarrette Case, for me (you probably just didn't notice), says it has "rimlight"-related strings multiply defined[/QUOTE] Can you post a list of all of them?
Makes enough sense to me, I'll edit his phongmask when i have the time. As for the inconsistencies, I have no idea what got in the pack and what didn't but i'm pretty sure i have a bunch of little updates that I will want to put out as soon as they're done and if nothing else they will replace the inconsistent textures. And as for demos face, I'm pretty sure all classes use the HMW phongmasks and exponents for the phong on their heads but I suppose I could double check the settings.
[QUOTE=blaholtzen;37513122]Makes enough sense to me, I'll edit his phongmask when i have the time. As for the inconsistencies, I have no idea what got in the pack and what didn't but i'm pretty sure i have a bunch of little updates that I will want to put out as soon as they're done and if nothing else they will replace the inconsistent textures. And as for demos face, I'm pretty sure all classes use the HMW phongmasks and exponents for the phong on their heads but I suppose I could double check the settings.[/QUOTE] Thanks. It seems demo's face has phong, it's just so subtle it's virtually nonexistent. I wonder if it's possible to give his face phong similar to the other classes, but keep his beanie and eyepatch a cloth-like material.
There seems to be something wrong with the Rocket Jumper vmt. It's just very shiny all over instead of looking like the regular rocket launcher.
how do we get that sexy 'teamcolored' engineer?
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